/Engine/Source/Runtime/Engine/Public/PrimitiveSceneProxy.h
Encapsulates the data which is mirrored to render aUPrimitiveComponentparallel to the game thread. This is intended to be subclassed to support different primitive types.
class FPrimitiveSceneProxy
uint8:  1
bAffectDistanceFieldLighting
uint8:  1
bAffectDynamicIndirectLighting
True if the primitive influences dynamic indirect lighting.
uint8:  1
bAffectIndirectLightingWhileHidden
True if the primitive should affect indirect lighting even when hidden.
uint8:  1
bAllowApproximateOcclusion
If this is True, this primitive doesn't need exact occlusion info.
uint8:  1
bAlwaysHasVelocity
Whether the primitive should always be considered to have velocities, even if it hasn't moved.
uint8:  1
bAnyMaterialAlwaysEvaluatesWorldPositionOffset
Whether the primitive has any materials that must ALWAYS evaluate World Position Offset.
uint8:  1
bAnyMaterialHasWorldPositionOffset
Whether the primitive has any materials with World Position Offset.
uint8:  1
bCanSkipRedundantTransformUpdates
Whether this component can skip redundant transform updates where applicable.
uint8:  1
bCastCapsuleDirectShadow
Whether the primitive should use capsules for direct shadowing, if present. Forces inset shadows.
uint8:  1
bCastCinematicShadow
Whether this component should create a per-object shadow that gives higher effective shadow resolution.
uint8:  1
bCastContactShadow
Whether the object should cast a contact shadow
uint8:  1
bCastDeepShadow
Whether the object should cast a deep shadow
uint8:  1
bCastDynamicShadow
True if the primitive casts dynamic shadows.
uint8:  1
bCastFarShadow
When enabled, the component will be rendering into the distant shadow cascades (only for directional lights).
uint8:  1
bCastHiddenShadow
True if the primitive casts shadows even when hidden.
uint8:  1
bCastInsetShadow
Whether this component should create a per-object shadow that gives higher effective shadow resolution.
uint8:  1
bCastsDynamicIndirectShadow
Whether the primitive should use an inset indirect shadow from capsules or mesh distance fields.
uint8:  1
bCastShadowAsTwoSided
Whether this primitive should cast dynamic shadows as if it were a two sided material.
uint8:  1
bCastStaticShadow
True if the primitive casts static shadows.
uint8:  1
bCastVolumetricTranslucentShadow
Whether the object should cast a volumetric translucent shadow.
uint8:  1
bEmissiveLightSource
Whether the primitive will be used as an emissive light source.
uint8:  1
bEvaluateWorldPositionOffset
Whether the primitive should evaluate any World Position Offset.
uint8:  1
bGoodCandidateForCachedShadowmap
Whether this proxy's mesh is unlikely to be constantly changing.
uint8:  1
bHasDeformableMesh
True if the mesh representation is deformable (seeHasDeformableMesh()above for more details).
uint8:  1
bHasPerInstanceCustomData
uint8:  1
bHasPerInstanceDynamicData
uint8:  1
bHasPerInstanceEditorData
uint8:  1
bHasPerInstanceHierarchyOffset
uint8:  1
bHasPerInstanceLMSMUVBias
uint8:  1
bHasPerInstanceLocalBounds
uint8:  1
bHasPerInstancePayloadExtension
uint8:  1
bHasPerInstanceRandom
uint8:  1
bHasValidSettingsForStaticLighting
True if the primitive wants to use static lighting, but has invalid content settings to do so.
uint8:  1
bHasWorldPositionOffsetVelocity
Whether the primitive has any materials with World Position Offset, and some conditions around velocity are met.
uint8:  1
bHoldout
If this is True, this primitive should render black with an alpha of 0, but all secondary effects (shadows, refletions, indirect lighting) should behave as usual.
uint8:  1
bIsHeterogeneousVolume
Whether this proxy is a heterogeneous volume.
uint8:  1
bIsHierarchicalInstancedStaticMesh
Whether the primitive is a HierarchicalInstancedStaticMesh.
uint8:  1
bIsLandscapeGrass
Whether the primitive is landscape grass.
uint8:  1
bIsNaniteMesh
Whether this proxy is a Nanite mesh.
uint8:  1
bLightAttachmentsAsGroup
Whether to light this component and any attachments as a group.
uint8:  1
bNeedsUnbuiltPreviewLighting
Whether the primitive should be statically lit but has unbuilt lighting, and a preview should be used.
uint8:  1
bSelfShadowOnly
When enabled, the component will only cast a shadow on itself and not other components in the world.
uint8:  1
bShouldNotifyOnWorldAddRemove
Whether this primitive requires notification when its level is added to the world and made visible for the first time.
uint8:  1
bShouldUpdateGPUSceneTransforms
Whether the instances on the primitive need to update transforms during GPU Scene update.
uint8:  1
bSingleSampleShadowFromStationaryLights
Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper.
uint8:  1
bSplineMesh
uint8:  1
bStaticElementsAlwaysUseProxyPrimitiveUniformBuffer
Whether this proxy always uses UniformBuffer and no other uniform buffers.
uint8:  1
bSupportsDistanceFieldRepresentation
Whether the primitive type supports a distance field representation.
uint8:  1
bSupportsGPUScene
True if all meshes (AKA all vertex factories) drawn by this proxy support GPU scene (default is false).
uint8:  1
bSupportsHeightfieldRepresentation
Whether the primitive implementsGetHeightfieldRepresentation()
uint8:  1
bSupportsInstanceDataBuffer
Whether the primitive supports the GPUScene instance data buffer.
uint8:  1
bSupportsSortedTriangles
Whether the object support triangles when rendered with translucent material
uint8:  1
bVerifyUsedMaterials
uint8:  1
bVFRequiresPrimitiveUniformBuffer
Whether this proxy ever draws with vertex factories that require a primitive uniform buffer.
uint8:  1
bVisibleInLumenScene
Whether this component should be tracked by Lumen Scene.
uint8:  1
bWantsSelectionOutline
True by default, if set to false will make given proxy never drawn with selection outline
uint8:  1
bWillEverBeLit
Can be set to false to skip some work only needed on lit primitives.
TArray<FDebugM...
DebugMassData
float
DistanceFieldSelfShadowBias
float
DynamicIndirectShadowMinVisibility
Min visibility for capsule shadows.
TEnumAsByte< EI...
IndirectLightingCacheQuality
Quality of interpolated indirect lighting for Movable components.
TArray< float >
InstanceCustomData
TBitArray
InstanceCustomDataUpdatedThisFrame
TArray<FInstan...
InstanceDynamicData
TArray< uint32 ...
InstanceEditorData
TArray< uint32 ...
InstanceHierarchyOffset
TArray< FVector...
InstanceLightShadowUVBias
TArray<FRender...
InstanceLocalBounds
TArray< FVector...
InstancePayloadExtension
TArray< float >
InstanceRandomID
TArray<FInstan...
InstanceSceneData
TBitArray
InstanceXFormUpdatedThisFrame
Whether instance data has changed this frame on the proxy.
float
MaxDrawDistance
The primitive's cull distance.
float
MaxWPOExtent
Maximum distance of World Position Offset used by materials.
float
MinDrawDistance
The primitive's minimum cull distance.
FVector2f
MinMaxMaterialDisplacement
TArray< ERuntim...
RuntimeVirtualTextureMaterialTypes
Set of unique runtime virtual texture material types referenced by RuntimeVirtualTextures.
TArray<URuntim...
RuntimeVirtualTextures
Array of runtime virtual textures that this proxy should render to.
EShadowCacheInv...
ShadowCacheInvalidationBehavior
int8
VirtualTextureCullMips
Number of low mips to skip when rendering to runtime virtual texture.
int8
VirtualTextureLodBias
Geometry Lod bias when rendering to runtime virtual texture.
int8
VirtualTextureMinCoverage
Log2 of minimum estimated pixel coverage before culling from runtime virtual texture.